brainstorm
Member
I don't know what your talking about... But I would copy my scripts out of the demo because DF's was a bit buggy. If that doesn't work, then elaborate a little and I can probably make something work.
Sir Lord Biowulve;250013 said:@Sasuke89:
I can?t copy the Bar System out of your Demo, because it?s running reversed ( Your Bars is getting emptier from the curve to the rectangle-Bar )..
But i need the Curved Bar getting emtier first, before the rectangle.
@DeM0nFiRe:
I copied the Bar-Script 3 Times and changed the name and Sprite numbers.. so i can call them like i need them ^^.
################################################################################
#Title: Kingdom Hearts Health Bar V1.0 (07/16/07) #
#------------------------------------------------------------------------------#
#Scripter: DeM0nFiRe #
#------------------------------------------------------------------------------#
#To Use: 1.Put "@healthbar = Sprite_KHBar.new" right below "@message_window = #
# Window_Message.new" in Scene_Map #
# 2.Put "@healthbar.update" right below "loop do" in Scene_Map #
# 3.Play! #
#------------------------------------------------------------------------------#
#To Install: Insert this script above main. Then you must make pictures for the#
#curved part of the bar at 61-100%. These pictures should be named "KH_x" where#
#where xx is the percent. the next version of the script will draw the curve #
#for you, but I needed a version out now. #
#------------------------------------------------------------------------------#
#NOTE!: To use this script non-commercially, you MUST credit DeM0nFiRe, To use #
#in a commercial project, please conatact DeM0nFiRe #
################################################################################
class Sprite_KHBar < Sprite
#--------------------
def initialize
super
self.bitmap = Bitmap.new(200, 200)
self.x = 640 - self.bitmap.width
self.y = 200
self.z = 500
@frame = $game_party.actors[0].hp * 100 / $game_party.actors[0].maxhp
update
end
#--------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------
def update
color = Color.new(36, 185, 63)
@frame = $game_party.actors[0].hp * 100 / $game_party.actors[0].maxhp
case @frame.round
when 1...100
self.bitmap.fill_rect(0,170,@frame.round * 2,10,color)
end
end
end